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Bauernschnapsen

Card games · Trick-taking

Also Bauern Schnapsen

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Summary — 4 players

Bauernschnapsen is Schnapsen for four, in two fixed partnerships: bid a contract, win it in the play, and the first side to 24 game points wins. Marriages, a Bettler who tries to lose every trick and the Kontra double all ride on the one bid.

Scored by
ace 11, ten 10, king 4, queen 3, jack 2, plus 20 or 40 for a declared king-queen marriage; the winning bid pays 1 to 24 game points, doubled or more under a Kontra, and the first side to 24 wins
Origin
Austria, where it is one of the country's most popular card games; the four-player partnership form of the two-player Schnapsen.

Rules

How to play

Players and equipment

Four players, in two fixed partnerships — you and the player across the table are partners for as long as the match runs. Deal and play move clockwise. The pack is just twenty cards: the ace, ten, king, queen and jack of each suit, French or German suited. Learn the ranking once and you have it for good — ace, ten, king, queen, jack, high to low — and each card carries its own value in card points: ace 11, ten 10, king 4, queen 3, jack 2.

The deal

The dealer shuffles and the player to their right either cuts the pack or simply knocks on it instead. A cut deal goes out in two rounds — three cards each, then two more each — and forehand, the player to the dealer's left, must name trumps after seeing only the first three. Choose a suit you hold at least one card of. If none of your first three will do, call "Aufschlagen" and the dealer turns one of your last two cards face up at random; its suit is trumps. A knocked deal goes out five at a time, but forehand's first three are still dealt apart from the last two, for the same choice.

Play

Before a card is led, the table bids for the right to set the contract. Forehand opens the bidding and may not pass — only name a normal game in the trump suit already chosen, or reach for something higher. Bidding passes clockwise, each player passing or naming a contract — higher than the last, or the same one if they sit earlier in the priority order below — until three have passed and the fourth plays the contract they last named.

The contracts
Normal game
1–3
forehand bids it; the first side to 66 card points in tricks and marriages wins it
Bettler
4
declarer must lose every trick; their partner sits out the hand
Schnapser
6
forehand or forehand's partner must personally win the first three tricks and hold 66+ points in them
Gang (or Ring)
9
declarer must win all five tricks, with no trumps in play
Zehner-Gang
10
as Gang, but every suit ranks ten-king-queen-jack-ace for the hand
Kontra-Schnapser
12
an opponent of forehand plays the Schnapser instead
Bauern-Schnapser
12
forehand or forehand's partner, as declarer, must win all five tricks, with trumps in play
Farben-Gang (or Farben-Ring)
18
declarer holds all five cards of one suit
Kontra-Bauern-Schnapser
24
an opponent of forehand plays the Bauern-Schnapser
Herren-Schnapser
24
forehand holds all five trumps in hand

Some contracts belong to particular seats: only forehand may bid the normal game or a Herren-Schnapser, only forehand or forehand's partner a Schnapser or Bauern-Schnapser, and anyone but forehand a Farben-Gang.

Priority at the table runs forehand, dealer's partner, forehand's partner, dealer, so a tie between two bids of the same contract goes to whoever sits earlier in that order. Once three players have passed, either opponent of the declarer may say "Kontra" to double the stakes; the declarer's side may answer "Rekontra" to double again, and either opponent may go once more with "Subkontra." Nobody bothers doubling once a win already carries the game past 24.

Winning a trick

When the contract has trumps, forehand leads to the first trick; in a Bettler, Gang or Zehner-Gang there are no trumps and the declarer leads. Follow suit if you can, and beat the highest card in the trick so far if you're able to — even when the card to beat is your own partner's. Short of the suit led, you must trump; already trumped and still unable to follow suit, you must trump higher if you can, and lower if you can't. With neither the suit nor a trump in hand, throw anything.

Marriages

Hold the king and the queen of a suit, lead one of the pair to a trick, and show the other still in hand — that declares a marriage, worth 40 card points in trumps or 20 in any other suit. Forehand can do this on the very first trick; anyone else must first win a trick of their own before leading the second half of a marriage. In a Schnapser or Kontra-Schnapser, only the declarer's marriages ever score — a partner's intact king-queen counts for nothing there.

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